brael 2015-04-20 02:43
Ran into a problem in the second level where the game stopped responding.
Foon → Ludum Dare Explorer → LD32 → Alien Escape
By tiago-ling
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Coolness | 3 | 57 | ||
| Graphics | 684 | 2.84 | ||
| Innovation | 731 | 2.84 | ||
| Audio | 783 | 2.03 | ||
| Humor | 822 | 2.18 | ||
| Overall | 826 | 2.87 | ||
| Theme | 856 | 2.92 | ||
| Fun | 941 | 2.51 | ||
| Mood | 992 | 2.19 |
Ran into a problem in the second level where the game stopped responding.
The only thing I didn't like about it was the 'end' 'attack' etc may have worked a little better bottom left? so there wasn't as much mouse movement. Overall though, enjoyable.
Nice game. I missed a BG music
With some adjust can be a great game.
I like turn-based games like these. With a little polish, this could really be good!
So wait....the enemies were the unconventional weapon? That's....kinda weird. The game is passable, the movement is kinda choppy, but hey, not bad. Good job!
I liked the isometric 2.5D look and also the graphics style a lot.
The control mechanism only using the mouse felt awkward.
Pressing the "End" button could have been removed IMHO. And cursor key movement would have been nice. I think that's what I would improve. Also sound, some nice music would have been good (I'm saying - my entry also lacks music...).
In the second level the amount of monsters increased dramatically when I didn't make it to the door...
A nice game!
Nice entry, doing a turn-based game isn't an easy choice is 48h. I like the 2.5D look with a "ZX Spectrum" feeling, and the gameplay is interesting (grabbing enemies to to throw them onto others foe).
Two complaints:
- When there is no more action point, the player turn should end automatically, to avoid a useless "end" button clicking
-I encountered a bug in level 2: I was given the choice to "grab" while all the enemies where more than one black way from me, and I was stuck there.
Congrats on creating all this in 48h!
The isometric view makes it hard to see where you're going. Also had some problems with the pathfinding, the character couldn't move to an unoccupied tile right in front of them.
Atmospheric graphics, nice implementation! Good job!
Really interesting.and well executed.
I have been wanting to do a turn based strategy game for some time now, and seeing this made with HaxeFlixel made me want to try it now!
Nice job!
Normally I do not like based-turn games. But the rhythm of his game is very fluid. I loved it.
Hey, I'm Rodrigo Oliveira, from IGDA Curitiba ;)
I like your art style, awesome!
Sometimes was a little difficult to select the right cell to move (when it's lower than others). Also, maybe a door indicator could be useful to show where is the exit when the map is bigger that the screen.
See ya!
This reminds me a bit of Final Fantasy Tactics. :)
It was a bit difficult to select the square you really want with the mouse. If you work on this game some more, you might try adding keyboard shortcuts so there's not as much mouse movement. The buttons were a little small so it was a little difficult to click.
I ran into a bug on the 4th level where I tried to grab an empty square and the game apparently froze.
Game is a little buggy, got stucked on the second level.
But I can't imagine how hard is to make a turn-based isometric game in 48hrs, so you have respect!
Wow! Making turn based strategy in three days?! Pretty impressive for me! And i like this one so much because this game reminds me x-com :D Really cool!
@Druid: Thanks! Yeah, it was two very rushed days! I also wrote a postmortem of the game today:
http://ludumdare.com/compo/2015/05/08/alien-escape-postmortem/
The idea is super ambitious for a jam game and I like when people try things like that!
I think is just lacking content, music, more enemies, more options, etc, the base you already have.
I highly recommend to you keep working on your game, I think there is a lot of potential!
I like the concept and I like the idea of being able to grab your enemies and throw them at each other but the angle that the map is shown at needs to be a bit higher as there are some maps where the tiles are blocked from the view (but can still be traversed).